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VICODynamics: a particle based Soft-Body physics Plugin

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    Originally posted by n00854180t View Post
    There's the built in vertex paint tool, but I think it doesn't work on skinned meshes, which might be an issue. There's no reason it shouldn't work on skinned meshes as long as they're in the root pose, though.
    Right, but I meant getting the paint data from the cloth component vertices. Or actually, I could have you paint on the static mesh itself and grab the data from it! That should work.
    Owner of VICO Game Studio LLC
    Twitter: @VICO_GameStudio
    Current Projects:
    CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
    VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

    Comment


      Hi, in preparation for using your dynamics plugin for cloth, where can I find a procedure for getting a UE character to use the rigged physics asset rather than simple capsule collision? I know your UI is not ready at this time but I want to be ready to start using it when you do release it. Is there any chance this step (implementing collision against the character physics asset) will be part of your UI? Thanks!

      Comment


        Originally posted by Flesh Forge View Post
        Hi, in preparation for using your dynamics plugin for cloth, where can I find a procedure for getting a UE character to use the rigged physics asset rather than simple capsule collision? I know your UI is not ready at this time but I want to be ready to start using it when you do release it. Is there any chance this step (implementing collision against the character physics asset) will be part of your UI? Thanks!
        Currently, if your character has a Physics Asset setup correctly for ragdolling you should be good to go. There won't be anything different/special to using the cloth component with a character, at least nothing I have planned.
        Owner of VICO Game Studio LLC
        Twitter: @VICO_GameStudio
        Current Projects:
        CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
        VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

        Comment


          That's all that's necessary? That's great, I had been looking into getting IK bone chain dynamics to collide against the physics asset and it seemed to be a pain in the *** to set up, glad to hear you built it in. Thanks for the reply!

          Comment


            Decided to do a test of the tension rope with the vehicle sample:



            Note: Collision with the vehicles was off in that video and tension was only affecting the car being towed.
            Owner of VICO Game Studio LLC
            Twitter: @VICO_GameStudio
            Current Projects:
            CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
            VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

            Comment


              Making steady progress with the Cloth Component, next up is using a StaticMesh as a base for conversion!

              Owner of VICO Game Studio LLC
              Twitter: @VICO_GameStudio
              Current Projects:
              CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
              VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

              Comment


                Oops, I guess it was a wee bit too heavy

                Click image for larger version

Name:	VICODynamics_ClothTearingPreview.JPG
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                Owner of VICO Game Studio LLC
                Twitter: @VICO_GameStudio
                Current Projects:
                CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
                VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                Comment


                  I can't wait to use this on characters.
                  Storyteller - An immersive VR audiobook player

                  Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                  Comment


                    if i bought the plugin early on do i still get a marketplace version or do i need to buy it all over again ?

                    Comment


                      Originally posted by FlyingPanda View Post
                      if i bought the plugin early on do i still get a marketplace version or do i need to buy it all over again ?
                      Epic has told me that it can give access to licensees, I asked them this a while ago and there should not be a problem. Send me your purchase confirmation to vdue4@vicogamestudio.com and I'll assist you from there.
                      Owner of VICO Game Studio LLC
                      Twitter: @VICO_GameStudio
                      Current Projects:
                      CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
                      VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                      Comment


                        I Sent the email. Hope to hear back soon

                        Comment


                          Are there some offline docs anywhere, I'd like to read up on how to prepare meshes for use with your plugin/how to configure particle setups for custom meshes in UE. Thanks!

                          Comment


                            Originally posted by FlyingPanda View Post
                            I Sent the email. Hope to hear back soon
                            Received it, thank you. I'll be forwarding it to Epic by the end of the week.
                            Owner of VICO Game Studio LLC
                            Twitter: @VICO_GameStudio
                            Current Projects:
                            CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
                            VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                            Comment


                              Originally posted by Flesh Forge View Post
                              Are there some offline docs anywhere, I'd like to read up on how to prepare meshes for use with your plugin/how to configure particle setups for custom meshes in UE. Thanks!
                              The only offline docs are the Examples in the ExamplesProject. There are docs here as well: https://www.vicogamestudio.com/docum...-documentation
                              As for preparing meshes, are you looking to have a non-cable/rope mesh? If so, this is not yet supported out-of-the-box but I can certainly add that support by allowing you to supply a skinned mesh. It will need to be skinned in a specific way but should work great for such a scenario.
                              Owner of VICO Game Studio LLC
                              Twitter: @VICO_GameStudio
                              Current Projects:
                              CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
                              VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                              Comment


                                Yes, I'm very interested in using your physics sim for things like ponytail hairs. If they need to be boned a certain way that's no problem, just need to know how that has to be done. Are your particles in a rope setup allowed to rotate on the long axis? It seems like they wouldn't be, and that'd be preferable, but I should ask now I guess. Do meshes have to be welded/watertight, is it ok if you have a braided structure? We got a couple of pieces set up with UE's native IK bone dynamics but the problem was getting collision against the physics asset rather than the capsule, using this method:
                                https://www.youtube.com/watch?v=Jq0pB2Um_pA

                                Thanks!

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